GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

The Making of the Xbox Adaptive Controller

Bryce Johnson (Inclusive Lead, Microsoft Devices)

Erin Muston-Firsch (Occupational Therapist, Craig Hospital)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Advocacy

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

The Xbox Adaptive Controller required a new development approach that was drastically different from how the Microsoft Devices team typically runs a program. To intentionally bring more people with limited mobility into gaming, the team needed to challenge their biases and assumptions, rethink how they designed and engineered controllers, and move the goalposts on how they measure a program's success. This session will share their experiences and give you tips on how you can design better control schemes or input for people with limited mobility in your hardware or games.

Takeaway

Attendees will learn how to recognize when they are designing input systems that exclude people with limited mobility. This session will give them tools that they can use that addresses that exclusion, and can make the game more approachable and accessible to all players.

Intended Audience

Anyone who designs input systems, gameplay mechanics, and controls for gaming. Hardware developers will likely benefit the most, but the insights will be applicable to game designers as well.